+0 | Strength |
+0 | Dexterity |
+6 | Constitution |
+7 | Intelligence |
+1 | Wisdom |
+1 | Charisma |
+2 | Acrobatics |
+3 | Animal Handling |
+8 | Arcana |
+2 | Athletics |
+3 | Deception |
+6 | History |
+5 | Insight |
+3 | Intimidation |
+12 | Investigation |
+3 | Medicine |
+6 | Nature |
+3 | Perception |
+3 | Performance |
+5 | Persuasion |
+6 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+3 | Survival |
Weapon | Attack | Damage Type |
---|---|---|
Dagger (Infused, Returning Weapon) | 1d20+1 | 1d4+1 Piercing |
Light Crossbow | 1d20+4 | 1d8+1 Piercing |
Light Hammer (Infused, Returning Weapon) | 1d20+4 | 1d4 Bludgeoning |
Acid Splash | DC15 | 3d6 Acid |
Cure Wounds | 1d8+3 Healing | |
Thunderwave | DC15 | 2d8 Thunder |
Heat Metal | DC15 | 2d8 Fire |
Scorching Ray | 1d20+7 | 2d6 Fire |
Shatter | DC15 | 3d8 Thunder |
Fireball | DC15 | 8d6 Fire |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 15 + Dex Modifier (max 2) | YES |
Cost: 750 gp Weight: 40 lb
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
Adventuring Gear Finesse, Light, Thrown Uncommon
A light dagger, infused with an enchantment that lets it return to its bearer when thrown.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | 1d4+1 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 lb
DnD 5e SRD
Adventuring Gear Magical, Light Uncommon (this item requires attunement)
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. It has been infused with an enchantment.
Magical Strength. While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.
Enchantment Charges. The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + 1 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
Adventuring Gear
Varies Conjuration
Magical, Infused
Boots of the Winding Path. While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Wondrous Item Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
The statblocks of your class features
Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
You start with the following equipment, in addition to the equipment granted by your background:
You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - |
2 | +2 | Infuse Item | 4 | 2 | 2 | 2 | - | - | - | - |
3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | - | - | - | - |
5 | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | - | - | - |
6 | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | - | - | - |
7 | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | - | - | - |
8 | +3 | Ability Scorre Improvement | 6 | 3 | 2 | 4 | 3 | - | - | - |
9 | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | - | - |
10 | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | - | - |
11 | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
13 | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - |
14 | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - |
15 | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on the battlefield.
At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Cannon | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a wand, staff or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll 1d8 , and you gain bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.
Starting at 9th level, every eldritch cannon you create is more destructive:
By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Artillerist Spells |
---|---|
3rd | Shield, Thunderwave |
5th | Scorching Ray, Shatter |
9th | Fireball, Wind Wall |
13th | Ice Storm, Wall of Fire |
17th | Cone of Cold, Wall of Force |
Statblocks for your familiars, mounts etc.
TCoE
Cannon | Activation |
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Statblocks for race/species of the character.
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.
Languages. Common, Gnomish
Statblocks for companions, followers and other allies.
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses and the bonuses to hit and damage of its attack.
These actions require the use of your bonus action.
Force Strike. Ranged Weapon Attack: 1d20+4 to hit, range 30ft., one target you can see. Hit: 1d4+2 force damage.
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Statblocks for your spells.
SRD
0-level (Cantrip) Evocation
PHB pg. 211
0-level (Cantrip) Conjuration
PHB: P. 256
0-level (Cantrip) Conjuration
PHB: P. 259
0-level (Cantrip) Transmutation
0-level (Cantrip) Enchantment
While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.
0-level (Cantrip) Enchantment
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.
Magic Item | Requires Attunement? |
---|---|
Alchemy Jug | No |
Armblade | Yes |
todo
0-level (Cantrip) Enchantment
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
0-level (Cantrip) Enchantment
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.
In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.
The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space.
Refer to the Homunculus Servant stat block.0-level (Cantrip) Enchantment
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in the Artificer class.
0-level (Cantrip) Enchantment
0-level (Cantrip) Enchantment
PHB: P. 230
1-level Evocation
PHB: P. 272
1-level Abjuration
PHB: P. 275
1-level Abjuration
PHB: P. 282
1-level Evocation
PHB: P. 211
2-level Transmutation
PHB: P. 250
2-level Transmutation
PHB: P. 257
2-level Transmutation
PHB: P. 274
2-level Divination
PHB: P. 273
2-level Evocation
PHB: P. 275
2-level Evocation
PHB: P. 234
3-level Abjuration
PHB: P. 272
3-level Necromancy
Xanathar's Guide to Everything
3-level Enchantment
PHB: P. 241
3-level Evocation
PHB: P. 288
3-level Evocation
PHB: P. 252
4-level Evocation
PHB: P. 285
4-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
World of Yngiro
Instrument
Legendary Illusion Requires Attunement
Magical
A small mouth harp, previously belonging to the gnommish bard Grimbo Vose. Its reed is covered in a patina of rust, degrading its quality and value. Having once been used as a spell focus, there is something faintly magical about this item that someone interested in enchantments or history may be very interested in. However, to the layman, it is essentially a piece of sentimental junk; an old family heirloom and little more.
Lingering Magic. Due to its history of acting as a bard's spell focus, this mouth harp is imbued with a faint magical enchantment. If you are attuned to Grandpa Grimbo's Mouth Harp, and roll a 5 or lower on your first roll of a performance check with this item, you may choose reroll the performance check. If you do so, you must take the value of the second roll for the check.
Complex Enchantment. Due to the intricacies of the innate enchantment on this object, its enchantment cannot be replicated. Artificers cannot infuse other items with this enchantment, and if the mouth harp is duplicated by magic, the duplicate ends up a simple mouth harp.
Cost: 0 cp - 20 gp
Weight: 0.05lbs
World of Yngiro
Adventuring Gear
Varies
Magical
A small wooden totem in the shape of an owlbear.
Summon Owlbear. When broken, this totem summons one extremely angry owlbear. The owlbear will attack any creatures nearby, including the summoner.